}
}
-void ClientCommand_join(float request) // legacy
+void ClientCommand_join(float request)
{
switch(request)
{
}
}
-void ClientCommand_spectate(float request) // legacy
+void ClientCommand_spectate(float request)
{
switch(request)
{
}
}
-void ClientCommand_voice(float request, float argc, string command) // legacy
+void ClientCommand_voice(float request, float argc, string command)
{
switch(request)
{
if(SV_ParseClientCommand_floodcheck())
break; // "TRUE": continue, as we're not flooding yet
else
- return print("^1ERROR: ^7ANTISPAM CAUGHT: ", command, ".\n"); // "FALSE": not allowed to continue, halt TODO
+ return; // "FALSE": not allowed to continue, halt // print("^1ERROR: ^7ANTISPAM CAUGHT: ", command, ".\n");
}
/* NOTE: should this be disabled? It can be spammy perhaps, but hopefully it's okay for now */
}
}
-void GameCommand_bbox(float request) // legacy
+void GameCommand_bbox(float request)
{
switch(request)
{
}
}
-void GameCommand_bot_cmd(float request, float argc) // mostly legacy
+void GameCommand_bot_cmd(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_database(float request, float argc) // legacy
+void GameCommand_database(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_delrec(float request, float argc) // legacy // perhaps merge later with records and printstats and such?
+void GameCommand_delrec(float request, float argc) // perhaps merge later with records and printstats and such?
{
switch(request)
{
}
}
-void GameCommand_effectindexdump(float request) // legacy
+void GameCommand_effectindexdump(float request)
{
switch(request)
{
}
}
-void GameCommand_extendmatchtime(float request) // legacy
+void GameCommand_extendmatchtime(float request)
{
switch(request)
{
}
}
-void GameCommand_find(float request, float argc) // legacy // is this even needed? We have prvm_edicts command and such ANYWAY
+void GameCommand_find(float request, float argc) // is this even needed? We have prvm_edicts command and such ANYWAY
{
switch(request)
{
}
}
-void GameCommand_gametype(float request, float argc) // legacy
+void GameCommand_gametype(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_gettaginfo(float request, float argc) // legacy
+void GameCommand_gettaginfo(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_gotomap(float request, float argc) // mostly legacy
+void GameCommand_gotomap(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_make_mapinfo(float request) // legacy
+void GameCommand_make_mapinfo(float request)
{
switch(request)
{
}
}
-void GameCommand_nospectators(float request) // legacy
+void GameCommand_nospectators(float request)
{
switch(request)
{
}
}
-void GameCommand_playerdemo(float request, float argc) // mostly legacy
+void GameCommand_playerdemo(float request, float argc)
{
switch(request)
{
}
}
-void GameCommand_printstats(float request) // legacy
+void GameCommand_printstats(float request)
{
switch(request)
{
}
}
-void GameCommand_reducematchtime(float request) // legacy
+void GameCommand_reducematchtime(float request)
{
switch(request)
{
{
case CMD_REQUEST_COMMAND:
{
- // This is kinda a mess, a lot of it is legacy and thus not rewritten/optimized.
entity e;
vector org, delta, start, end, p, q, q0, pos, vv, dv;
float i, f, safe, unsafe, dq, dqf;
}
}
-void GameCommand_warp(float request, float argc) // mostly legacy
+void GameCommand_warp(float request, float argc)
{
switch (request)
{